<!--
Copyright (c) 2011 The Chromium Authors. All rights reserved.
Use of this source code is governed by a BSD-style license that can be
found in the LICENSE file.
 -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../resources/js-test-pre.js"></script>
<script src="../resources/webgl-test.js"></script>
<script src="../resources/webgl-test-utils.js"></script>
<script>
var wtu = WebGLTestUtils;
var gl = null;
var textureLoc = null;
var successfullyParsed = false;
var imgCanvas;
var red = [255, 0, 0];
var green = [0, 255, 0];

function init()
{
    if (window.initNonKhronosFramework) {
        window.initNonKhronosFramework(true);
    }

    description('Verify texImage2D and texSubImage2D code paths taking Images');

    gl = wtu.create3DContext("example");
    var program = wtu.setupTexturedQuad(gl);

    gl.clearColor(0,0,0,1);
    gl.clearDepth(1);

    textureLoc = gl.getUniformLocation(program, "tex");

    wtu.loadTexture(gl, "../resources/red-green.png", runTest);
}

// These two declarations need to be global for "shouldBe" to see them
var buf = null;
var idx = 0;
var pixel = [0, 0, 0];
var correctColor = null;

function runOneIteration(image, useTexSubImage2D, flipY, topColor, bottomColor)
{
    debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') +
          ' with flipY=' + flipY);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    // Disable any writes to the alpha channel
    gl.colorMask(1, 1, 1, 0);
    var texture = gl.createTexture();
    // Bind the texture to texture unit 0
    gl.bindTexture(gl.TEXTURE_2D, texture);
    // Set up texture parameters
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    // Set up pixel store parameters
    gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
    gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
    gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
    // Upload the image into the texture
    if (useTexSubImage2D) {
        // Initialize the texture to black first
        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, image.width, image.height, 0,
                      gl.RGBA, gl.UNSIGNED_BYTE, null);
        gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
    } else {
        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
    }

    // Point the uniform sampler to texture unit 0
    gl.uniform1i(textureLoc, 0);
    // Draw the triangles
    wtu.drawQuad(gl, [0, 0, 0, 255]);
    // Check a few pixels near the top and bottom and make sure they have
    // the right color.
    debug("Checking lower left corner");
    wtu.checkCanvasRect(gl, 4, 4, 2, 2, bottomColor,
                        "shouldBe " + bottomColor);
    debug("Checking upper left corner");
    wtu.checkCanvasRect(gl, 4, gl.canvas.height - 8, 2, 2, topColor,
                        "shouldBe " + topColor);
}

function runTestOnImage(image) {
    runOneIteration(image, false, true, red, green);
    runOneIteration(image, false, false, green, red);
    runOneIteration(image, true, true, red, green);
    runOneIteration(image, true, false, green, red);
}

function runTest(image)
{
    runTestOnImage(image);

    imgCanvas = document.createElement("canvas");
    imgCanvas.width = 1;
    imgCanvas.height = 2;
    var imgCtx = imgCanvas.getContext("2d");
    var imgData = imgCtx.createImageData(1, 2);
    imgData.data[0] = red[0];
    imgData.data[1] = red[1];
    imgData.data[2] = red[2];
    imgData.data[3] = 255;
    imgData.data[4] = green[0];
    imgData.data[5] = green[1];
    imgData.data[6] = green[2];
    imgData.data[7] = 255;
    imgCtx.putImageData(imgData, 0, 0);

    // apparently Image is different than <img>.
    var newImage =  new Image();
    newImage.onload = function() {
        runTest2(newImage);
    };
    newImage.src = imgCanvas.toDataURL();
}

function runTest2(image) {
    runTestOnImage(image);

    var newImage = document.createElement("img");
    newImage.onload = function() {
        runTest3(newImage);
    };
    newImage.src = imgCanvas.toDataURL();
}

function runTest3(image) {
    runTestOnImage(image);

    glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
    finishTest();
}

</script>
</head>
<body onload="init()">
<canvas id="example" width="32px" height="32px"></canvas>
<div id="description"></div>
<div id="console"></div>
</body>
</html>


